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maxrsp

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Everything posted by maxrsp

  1. Hi All, I want to make a new Stalhrim Light Helmet but to keep it simple my idea is just to use the Nordic Carved Helmet which already exists and simply retexture it to add a stahlrim plate which basically forms a strip over the top of the helmet following the lines from the snount up to between the ears and then down to the back. Since I have never done modelling or texturing work before it seemed more productive to ask someone who already has those skills, has the tools installed, etc. I assume for someone who mods these kind of things this is a relatively simple change, but for me it would surely take days just to get up to speed. Could someone please lend me an hour or so? I can do the other config work to make it part of the light armor set etc. Thanks!
  2. There is one thing I would ask the great team working on NMM to reconsider (and I do say REconsider because they most certainly already did this evaluation a couple times already) and that is the included scope for version 1.0. Those of us who have been around modding for awhile have seen many mods fail because they were too ambitious in scope and not broken into releases that people could get their hands on and create support around. Instead, the initial excitement around a great idea faded away as everyone got tired of waiting for the never-quite-ready mod to be delivered. While NMM has most certainly seen many releases slowly improving functionality (thanks again BTW, we all appreciate it! ) it occurs to me the team may be making the same old mistake as it relates to a non-beta version 1.0 Does version 1.0 really need a new UI or Mod profiling before being delivered as a "stable" product? Maybe take the first three content bullets above and once complete declare that version 1.0 and lock down your coding practices. Six months from now version 2.0 has the new UI, and another six months hence we see mod profiling as 3.0. As long as you don't architect yourself into a corner by not considering the other content you want to deliver you will be fine. Same with game engine inclusion. If it takes (for example) six months to fully integrate a new game engine and you aren't willing to lock down game engine scope for version 1.0 then you will find yourself on a never ending conveyor belt because new engines will keep coming out inside your six month steps. As someone who hasn't contributed anything to this project except being a regular user of NMM I will not criticize the team's decisions or progress, but I don't think it hurts to throw out a suggestion... sometimes less is more :)
  3. Thanks K, unfortunately that didn't work for me so I'll need some feedback from an SKSE expert to get the correct syntax - assuming it still exists. If anyone else has any ideas I'm all ears... :ermm:
  4. Can anyone tell me if it is possible to use an item's activation script to check to see if a mod is installed? I supposed it would need to check for presence of another script or even a esp/bsa file. I need to do this because I want an item to perform a specific function if an associated mod is installed but perform a different default function if it isn't. Any guidance would be appreciated. Thanks!
  5. Thanks Jokerine, it seems leak was the best one for my needs... not a perfect water animation, more like mist, but I'll take it :)
  6. I'm dying here on what should be a super simple issue... I can't find water assets to make a fountain. I see fountains in every second house on the Nexus yet I have looked at literally every item in the Creation Kit with "water" in the name and can't find them. Of course there are the waterfall items but even the tall thin ones don't work well when scaled down to fountain size because then the water flows in slow motion :sad: I must be overlooking something simple here, please help. Thanks!
  7. Thanks for your responses, this seems to have resolved my issue!
  8. No, I didn't do anything specific. I assumed if their base object was static (e.g. plates and goblets) that they would be already set. But I didn't change the food items because I was hoping they could be used as food items and be consumable...
  9. Off the start I will say this doesn't seem to be the much discussed v-sync issue as I already have v-sync enabled and confirmed FPS tops out at 60 with Skyrim Performance Monitor. That said, I seem to have similar symptoms. I am created an interior cell with the Creation Kit, placing objects as I want them (food, plates, etc) but when I enter the house in-game they are all scattered everywhere! Does anyone know of any other issues besides v-sync that would causes this? Or, if it is a physics bug, can you provide any advice for successfully placing items to reduce the chance of exploding across the room? Thanks!
  10. Well, since there were no offers to develop this simple little mod I guess I must be in the minority thinking a mod like this is worth the time. That said, for anyone searching for a similar solution I have found several relevant mods which may be helpful so I thought I'd list them here before abandoning the topic: Traders Chest Homes - http://skyrim.nexusmods.com/mods/32262 Spouse Store Mod - http://skyrim.nexusmods.com/mods/12325 Lastly, for those of you who may be using Rich Merchants or other similar mod to give them more gold, you can always use the following console commands to enable any merchant to be a general trader and one who accepts stolen goods: player.modav BypassVendorKeywordCheck 1 player.modav BypassVendorStolenCheck 1 Good luck in your looting adventures!
  11. Or...call me stupid and point me in the direction of an NPC merchant mod that can be located in a player home and will never run out of gold to buy your excess items ;)
  12. Hi to all modders! In the never ending quest (no pun intended) to find balance between immersion/realism and fun gameplay, I have an idea that may make selling unwanted items a bit less tedious. Nobody wants to just throw away (or pointlessly horde) items that could generate coin if sold, but if you're anything like me you don't want to spend all day carrying stuff around and often having to find multiple merchants just to sell it all. I think I have a lore-friendly answer: an auto-sell chest. The story goes like this: One day you were complaining to a friendly merchant about the hassle of having to make many trips all over Skyrim just to sell your excess loot. The merchant listens politely with a curious smile. It turns out this merchant was particularly innovative when it came to finding ways to make himself more coin, and when you had finished your mild rant he said he had a proposal for you. He suggested that if you were willing to take a reduced price for your items, he would be willing to do the legwork of coming to your house to get the merchandise to resell for you. Put a locked chest outside your house, give him a copy of the key, and every couple days he'll drop by to pick up what you've put in it. "It's a win-win" he said with a wink. Implementation could go something like this. You create a spell that when cast outside creates a chest. Once every 48 hours (in-game time) any items you had put in the chest are removed and replaced with gold coins representing 60% of their market value. Simple. You put stuff in, once every couple days the merchant comes alongs (unseen) and buys the stuff. You need some kind of delay timer or set time of day I think to keep it lore friendly, otherwise its just some magic box that instantly converts items to coins. Any takers? Thanks in advance!!!
  13. Well folks, I'm not ranting without researching, but does anyone know how to fix the Skyrim launch issue that is NOT related to Script Dragon and SKSE - I don't even have the dinput8.dll file anywhere in the Steam Skyrim directory paths. I tried uninstalling all mods - doesn't work Tried deleting SkyrimPrefs.ini and Skyrim.ini - doesn't work Tried deleting dinput8.dll - wasn't there in the first place Verified the integrity of the game cache in Steam - integrity was 100% Are there any other solutions I didn't try? BTW, I'm running Win7 64bit. Thanks in advance!
  14. Thanks Dambuster, I was thinking about the coc command but was hoping their might be a way to do it "within" the game flow like finding Cicero somewhere else on the map or something... And I do understand what you are saying about choices, obviously there are tons of implications within the game that I happily accept based on choices that have been made; this however is the only map location I cannot even access (after over 140 game hours) based on those choices. I'm not exactly welcome in Stormcloack camps either but I can go there and fight and loot if I choose to. If there are other similar location-based restrictions I have not come across them yet.
  15. Does anyone know how to access the Dawnstar Sanctuary if you opted to "Destroy the Dark Brotherhood" instead of joining them? Cicero was not present when I cleaned out the Brotherhood sanctuary and killed everyone, but he isn't at the default location northeast of Whiterun either... I used the console to add the final volume of his journal (which contains the password) to my inventory, but even after I read it, the correct answer to the door's question is not a dialogue option. It bugs me to have a location on the map which I can't explore!
  16. Hi all, I'd be surprised if this wasn't discussed before but I couldn't find it when searching so here it is: Does anyone know how to add the 4 DLC snowglobes to a home mod? I have both the Dead Money and Honest Hearts DLCs and their Snowglobes are on display in the Lucky 38 Suite. The problem is, when I use the GECK to look at the snowglobe shelf it doesn't appear to be anything special. I don't know what to reference / activate in my mod to be able to add the DLC shelf in my custom home mod. Any guidance would be appreciated - please feel free to just provide the link if this topic has already been addressed. Thanks!
  17. Thanks guys, that did the trick. I gave you both kudos; I would have subtracted a kudos from myself for being so stupid but it isn't possible. :tongue:
  18. This simple problem is frustrating me... I want to access a container object interface through a script that has nothing directly to do with the container itself. I tried the following approach with no luck: 1. Declare a ref variable: Ref rContainer 2. Set the variable using the reference editor ID of the desired container: set rContainer to ModFC1 3. Open the container: rContainer.Activate The script which has these commands compliles and runs, but the Activate does not open the container inventory interface like I want. Please tell me what I am stupidly doing wrong. Thanks!!! P.S. Edit - the object ModFC1 is tagged as Persistent Reference.
  19. So, what I did was create a duplicate door form and added the following script: Scn ModAutoLock Begin OnClose ModMyArmoryDoor ModMyArmoryDoor.Lock 255 End I then used this object and set it to be default locked and associated it with a key. I've seen this done a bunch of different ways; they all worked but few were this elegant ;)
  20. Hey Darryl, I had the same need awhile ago and used the OnClose function as a trigger to reset the lock status (255). Any item that has an animated close sequence can use the OnClose function. I will post a copy of my super simple script tonight when I get home from work.
  21. Is it possible to change an object in a cell from one type to another, e.g. from container to activator, or do you have to create a new activator object? I am trying to make my stove/oven act like a campfire to do the crafting. I added the craftingcampfirerecipes to the base object and it now works but the interaction message still says "Open" instead of "Activate" because it is a container object. Can I fix this easily? Thanks!
  22. Hi All, I know this has been discussed several times since the original game came out, but nobody has yet addressed this request. Now that the Awakening expansion has long since been released, it is a great time to resubmit this challenge to the modding community. I found a couple related posts when I searched these forums, but no answers... even the mod mentioned (Dragon Age: Expansion) appears to be dead since April: http://www.thenexusforums.com/index.php?/topic/177369-allow-access-to-locations-after-final-battle/page__p__1534898 http://www.thenexusforums.com/index.php?/topic/184586-open-ending-mod/page__p__1601020 Bottom line: I think somebody must be up to the task of making a "simple" mod to import an Awakening character into a base Awakening game - similar to the Origins Epilogue samegame. Add-on ideas: 1. Import and Append the map from the Origins Epilogue savegame. 2. Import Camp from characters last savegame so that companions and items are available (especially if you were using Misha the Hoarder or the Camp Chest) Thanks!
  23. Cipscis you are my HERO!!!!!! I did a ResetQuest followed by a series of SetStage commands to re-walkthrough the quest... by the time I reached stage 42 I was back in the Rotunda with Sara and redoing the final scene. Once the cutscenes were done I was two weeks later in the Citadel starting Broken Steel. Sweet!!! Thanks a million!
  24. BadPenney: Thanks but it was ResetQuest that got me into this mess in the first place... I don't know how it works on other quests but definately doesn't reset "Take It Back"... I tried several times. Uncle Roe: Thanks very much for your advice, SAQ had interesting results... at first it kept launching me automatically into the Operation Anchorage briefing tent with the General and I would explode within seconds. I finally relaunched the game with all the DLC datafiles turned off except Broken Steel but then SAQ didn't do anything (and all main story quests remained completed). I then saved and relaunched turning the other datafiles back on and sure enough all four of the other DLC starting quests came up... except "Death From Above" from Broken Steel. I also tried to force start "Death From Above" using StartQuest 03000802 but that didn't work either. Without the quest becoming active I can't COC to the new map markers. I also tried to force complete "Take It Back" using GetQuestCompleted 00014e91. I got the quest complete message on-screen but nothing else happened and the quest remained active in my Pipboy. It seems I can neither reset or complete "Take It Back"... there must be some damn way to make this work but its just beyond my fingertips... Automatic Karma increase for anyone who can assist... ;)
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